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Physics.go
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Physics.go
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package engine
import (
"github.com/vova616/chipmunk"
"github.com/vova616/chipmunk/vect"
)
type Physics struct {
BaseComponent
Body *chipmunk.Body
Box *chipmunk.BoxShape
Shape *chipmunk.Shape
lastPosition vect.Vect
lastAngle vect.Float
interpolatedPosition vect.Vect
interpolatedAngle vect.Float
Interpolate bool
}
func NewPhysics(static bool) *Physics {
var body *chipmunk.Body
box := chipmunk.NewBox(vect.Vect{0, 0}, vect.Float(1), vect.Float(1))
if static {
body = chipmunk.NewBodyStatic()
} else {
body = chipmunk.NewBody(1, box.Moment(1))
}
p := &Physics{BaseComponent: NewComponent(), Body: body, Box: box.GetAsBox(), Shape: box}
body.AddShape(box)
return p
}
func NewPhysicsCircle(static bool) *Physics {
var body *chipmunk.Body
shape := chipmunk.NewCircle(vect.Vector_Zero, 1)
if static {
body = chipmunk.NewBodyStatic()
} else {
body = chipmunk.NewBody(1, shape.ShapeClass.Moment(1))
}
p := &Physics{BaseComponent: NewComponent(), Body: body, Box: shape.GetAsBox(), Shape: shape}
body.AddShape(shape)
return p
}
func NewPhysicsShape(static bool, shape *chipmunk.Shape) *Physics {
var body *chipmunk.Body
if static {
body = chipmunk.NewBodyStatic()
} else {
body = chipmunk.NewBody(1, shape.ShapeClass.Moment(1))
}
p := &Physics{BaseComponent: NewComponent(), Body: body, Box: shape.GetAsBox(), Shape: shape}
body.AddShape(shape)
return p
}
func NewPhysicsShapes(static bool, shapes []*chipmunk.Shape) *Physics {
var body *chipmunk.Body
if static {
body = chipmunk.NewBodyStatic()
} else {
moment := vect.Float(0)
for _, shape := range shapes {
moment += shape.Moment(1)
}
body = chipmunk.NewBody(1, moment)
}
p := &Physics{BaseComponent: NewComponent(), Body: body, Box: nil, Shape: nil}
for _, shape := range shapes {
body.AddShape(shape)
}
return p
}
func (p *Physics) Start() {
//p.Interpolate = true
pos := p.GameObject().Transform().WorldPosition()
p.Body.SetAngle(vect.Float(p.GameObject().Transform().WorldRotation().Z) * RadianConst)
p.Body.SetPosition(vect.Vect{vect.Float(pos.X), vect.Float(pos.Y)})
p.lastPosition = p.Body.Position()
p.lastAngle = p.Body.Angle()
if p.GameObject().Sprite != nil {
p.GameObject().Sprite.UpdateShape()
p.Body.UpdateShapes()
}
//p.Body.UpdateShapes()
Space.AddBody(p.Body)
}
func (p *Physics) OnEnable() {
p.Body.Enabled = true
}
func (p *Physics) OnDisable() {
p.Body.Enabled = false
}
func (p *Physics) OnComponentAdd() {
p.gameObject.Physics = p
p.Body.CallbackHandler = p
}
func (p *Physics) CollisionPreSolve(arbiter *chipmunk.Arbiter) bool {
if p.gameObject == nil {
return true
}
return onCollisionPreSolveGameObject(p.GameObject(), newArbiter(arbiter, p.gameObject))
}
func (p *Physics) CollisionEnter(arbiter *chipmunk.Arbiter) bool {
if p.gameObject == nil {
return true
}
return onCollisionEnterGameObject(p.GameObject(), newArbiter(arbiter, p.gameObject))
}
func (p *Physics) CollisionExit(arbiter *chipmunk.Arbiter) {
if p.gameObject == nil {
return
}
onCollisionExitGameObject(p.GameObject(), newArbiter(arbiter, p.gameObject))
}
func (p *Physics) CollisionPostSolve(arbiter *chipmunk.Arbiter) {
if p.gameObject == nil {
return
}
onCollisionPostSolveGameObject(p.GameObject(), newArbiter(arbiter, p.gameObject))
}
func (p *Physics) OnDestroy() {
p.gameObject = nil
Space.RemoveBody(p.Body)
}
func (p *Physics) Clone() {
p.Body = p.Body.Clone()
p.Box = p.Body.Shapes[0].GetAsBox()
p.Shape = p.Body.Shapes[0]
}